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Dungeon Crawler: Orc Edition

About

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Dungeon Crawler: Orc Edition is a fantasy dungeon-crawling game inspired by D&D, where players take on the role of a Berserker class. Fight your way through a series of dangerous levels, defeating enemies as you progress toward a final confrontation with the dungeon’s boss.

Project Info

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Role(s):​ Game Developer

Team Size: 1

Timeline: Dec 2018 - Jan 2019

Engine: Unity (C#)

Tags: 2D, Action, Adventure, Combat, Fantasy, Platformer

Updated: Mar, 2026

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Dungeon Crawler: Orc Edition was developed for Android and iOS as part of the Mobile Game Fundamentals (DAC525) module during my undergraduate degree in Computer Games (Indie) at Southampton Solent University. The game is a 2D platformer full of action and adventure, featuring 20 challenging levels, six player abilities, a range of enemy types, and a final boss battle.

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Over the course of two months, I worked on balancing gameplay mechanics, designing levels, and adapting the experience for touch-based devices. The process was both challenging and rewarding, and it gave me valuable insight into how certain mechanics need to be adjusted for mobile players.

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As the solo Game Developer, I built the player controller and enemy AI, creating behaviours for enemies such as mages, goblins, fire bats, skeletons, zombies, and a three-phase boss fight. I also implemented key gameplay systems, including melee combat, special abilities, an inventory system, and room transitions.

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I designed and built 20 levels, focusing on creating a good balance between challenge and exploration. To help bring the game to life, I also added music and sound effects, including a main theme and battle tracks.​ Finally, I published the game on Android and carried out extensive testing using developer mode to make sure the build was stable before submission.

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After creating 13 Micro-Games during the first part of this module, I felt much more confident going into this project. Like Blackthorn, the design was heavily influenced by D&D.

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Because of that, I didn’t worry too much about scope and instead focused on enjoying the project and experimenting with different mechanics. It also helped me gain insight into mobile development, particularly the considerations that come with designing for smaller screens and touch controls. For example, I spent a good amount of time researching UI and UX design for mobile platforms to make sure the game felt comfortable to play.

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Google Play Store Aspirations

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The game ended up featuring quite a few mechanics, and in hindsight, I would have liked more time to refine and polish them. With a bit more development time, I think it could have reached a standard where I would have felt confident publishing it on the Google Play Store. In the end, the game was submitted for grading and received good marks, though I still felt it could have been polished further.

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